Merge pull request #26 from ENSL/release-v322

Release v322 to master branch
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pierow 2018-08-30 17:03:13 -04:00 committed by GitHub
commit 611cb2a57b
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433 changed files with 3997 additions and 780 deletions

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.travis.yml Normal file
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language: cpp
matrix:
include:
- os: linux
compiler: gcc
script: cd main/source/linux && make
env: OPJ_CI_ARCH=i386
addons:
apt:
packages:
- gcc-multilib
- g++-multilib
- libc6-i386
- libcurl4-openssl-dev:i386
- libpng12-dev:i386
- os: osx
compiler: clang
before_script:
- export CC=clang
- export CPLUS=clang++
script: cd main/source/linux && make

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COPYING.txt Normal file
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You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<http://www.gnu.org/philosophy/why-not-lgpl.html>.

117
README.md
View File

@ -1,73 +1,108 @@
# Natural Selection v3.2.1a
This is a complete rebuild of the game [Natural Selection] for Windows and Linux. After the SteamPipe update the game remained in an pretty bad state for years, therefore I decided to recompile its sources which are provided by [Unknownworlds Entertainment]. With this update this might be the first half-life mod which achieves multi-platform support. Speaking of this you are encouraged to compile for Mac OS X. The ultimate goal is to provide a better expierence of the Natural Selection gameplay on all major platforms and a possible distribution in the future through [Steam].
# Natural Selection v3.2.2
### Downloads
Here you find the new compiled `.dlls` or `.so` files for client and server. If you just want to play or to host a server you can download them here:
- [ns_patch_v321a.7z]
[![Build Status](https://travis-ci.org/ENSL/NS.svg?branch=develop)](https://travis-ci.org/ENSL/NS)
Remember to extract them to your Half-Life/ns directory.
This is a complete rebuild of the game [Natural Selection] for Windows, Linux, and OS X. It includes updates and fixes by pierow, Prefix, fmoraw, Bacsu, puzl, and others.
The offical download url for the complete version ns v3.2 is not working with firefox. Either use:
```sh
$ wget http://www.unknownworlds.com/files/ns/ns_install_v32.exe
```
or
```sh
$ curl -LO http://www.unknownworlds.com/files/ns/ns_install_v32.exe
```
or follow this link http://sllegacy.unknownworlds.com/files/ns/ns_install_v32.exe
### Changes
In order to make this game work for linux the old half-life engine files were replaced with the newer ones. In addtion some changes are accounted for the use of an acient glibc library. Some changes to the game itself have been made and these include:
- The ChatPanel has been replaced in favor of the old hl chat.
## Downloads
The recommended way to install the game or update an existing installation for Windows users is through the [Natural Selection Launcher](https://github.com/ENSL/NaturalLauncher/releases/) (Thanks Khelben). Simply download the installation exe or portable zip from there and run the launcher. Linux and OS X users, as well as those that want to install or patch the game manually, can find releases [here](https://github.com/ENSL/NS/releases).
As the game is a Half-Life mod, Steam and Half-Life installations are required to play the game.
A fresh install of NS from the launcher comes with updated config files containing everything you need to get playing on the standard settings most players prefer. There are also official marine and alien config files that can be uncommented so your binds change when joining the respective teams, but they are off by default as to not override any binds users wish to change within the game menus. Those that wish to use the Nine Legends competitive pack can do so through the settings in advanced options without having to download or install it.
If you wish to experience the game's default settings and binds from NS 3.2 you can type `exec olddefaults.cfg` in console before loading a map. A file named `backupb4old.cfg` will be saved with your previous settings if you wish to return to those after. Note that gamma ramp is no longer a working feature, so brightness will be a slightly different than it originally was, but the game was always very dark by default and still is with that config.
## Changes
Updates include:
- Linux and OS X support
- Natural Selection Launcher for installing and updating the game
- Widescreen support (now expands FOV up to 16:9 aspect instead of cutting it off)
- Many FPS dependencies fixed, including jetpack acceleration, so the game can now be fairly played at 200+ FPS
- Perfect jump timing no longer required for bunnyhopping (server adjustable via sv_jumpmode)
- New minimal HUD (work in progress) and the Nine Legends HUD can be selected through advanced options or hud_style and hud_mapstyle
- New crosshair system that can be adjusted through the advanced options and cl_cross commands (Thanks [OpenAG](https://github.com/YaLTeR/OpenAG))
- Ambient sounds can be changed in advanced options or via cl_ambientsound
- Raw input and sensitivity scaling options now available
- Spectator overlay is now transparent and shows health/armor
- Numerous bug fixes for things that broke from recent updates to Half-Life
- The observatory has now a spherical detection like the sensory chamber
- Removed special NS gamma since it is windows only
The plan is to bring the chat and the gamma back when a cross-platfrom solution can be achieved.
### Bugs
With great changes come great bugs.
- Chat input is not visible while spectating
- [sg reload bug]
- [FPS_Effects] FPS dependant fire rates and player physics
- gorge's view rotates when he drops a structure from the popup menu?
- The background of text in the menu or in popups does not look nice possible realted to the `special ns gamma`.
## Bugs
- Process hangs on exit sometimes
- Arrow keys don't work for the commander
- Chatbox eats inputs occasionally
- Some mice experience issues with a previous fix for centering the cursor when the popupmenu is open
- Trying to shoot the shotgun while reloading is very fickle and has poor syncronization with the server. A balance-conscientious rework is planned, but yet to be made.
- HUD elements are stretched and/or poorly placed in widescreen. User options/commands for hud element placement are planned.
- Clicking on the scoreboard can cause +attack to be stuck after closing the scoreboard until firing again.
- FPS dependant fire rates and player physics. These have significantly improved with the Half-Life update and are also a non-issue now that other FPS dependency fixes are in the game and the game can be played at high frame rates, where fire rates don't vary. Very high framerates cause collision issues and other engine limitations, so an fps of 200 or 250 is recommended unless fixed.
- Flashing available alien upgrade icons (defense, movement and sensory) tend to disappear when a player dies and respawns. The icons won't appear until the alien chooses an upgrade.
- func_train and func_tracktrain entities don't reset to their original positions when a round has ended
- windows server works only with the hlds tool
If you find more please report them!
### Compile
First you will need to get the files:
## Compiling
For Windows, compilation should be working if you have VS2017 installed.
For Linux:
First you need some libraries. On Ubuntu it is:
```sh
$ git clone https://github.com/fmoraw/NS.git
apt-get install build-essential git gdb gcc-multilib g++-multilib libc6-i386 libcurl4-openssl-dev:i386 libpng12-dev:i386
```
Then goto `NS/main/source/linux` and use `make hl_cll` for the client and `make ns` for the server.
Then you will need to get the files:
```sh
git clone https://github.com/fmoraw/NS.git
```
Then to build `` and use `make hl_cll` for the client and `make ns` for the server.
```sh
cd NS/main/source/linux
```
For client use `make hl_cll` and for server use `make ns`
Make sure you have `g++-multilib` set up for x64 operating systems. For windows compilation should be working if you have VS2010 installed.
If you get the this error when running the app: `Fatal Error - could not load library (client.so)`, With a high chance it is because of some `UNDEFINED SYMBOLS` in the shared library. But you can check this with this command:
``` sh
$ ldd -r -d client.so
ldd -r -d client.so
```
Make sure you have vgui.so copied to cl_dll folder too on Linux.
## Debugging
If you want to debug:
```sh
$ LD_LIBRARY_PATH=".:$LD_LIBRARY_PATH" gdb ./hl_linux r -game ns -dev -steam
LD_LIBRARY_PATH=".:$LD_LIBRARY_PATH" gdb ./hl_linux r -game ns -dev -steam
```
Due to the new engine and the nature of Linux I had to make a lot of changes! You can find them with grep -Ril `@Linux`.
For MacOS & lldb:
```
DYLD_LIBRARY_PATH=".:$DYLD_LIBRARY_PATH" /Applications/Xcode.app/Contents/Developer/usr/bin/lldb -- ./hl_osx r -game ns -dev -steam -windowed
```
Have to use XCode's lldb to get around https://stackoverflow.com/a/33589760 (Lack of environment variables). `-windowed` as windowed mode makes it easier to deal with crashes on MacOS.
### Hosting a server
Since servers are really rare at this point in time here is a tutorial how to set up an [Natural Selection] server with [hlds].
1. Follow these steps: https://developer.valvesoftware.com/wiki/SteamCMD
2. Copy the [Natural Selection] directory to steamcmd/servers/
3. Run the game :
```sh
$ ./hlds_run -game ns -autoupdate +map ns_eclipse + sv_secure 1 + port 27015 + ip 127.0.0.1 +hostname "Natural Selection" +maxplayers 32
./hlds_run -game ns -autoupdate +map ns_eclipse + sv_secure 1 + port 27015 + ip 127.0.0.1 +hostname "Natural Selection" +maxplayers 32
```
If you are behind a NAT(Router) make sure to open at least those ports:
- 27015 UDP (game transmission, pings)
- 26900 UDP (VAC service) -- automatically increments if used in case of additional server processes
@ -82,17 +117,15 @@ There is an updated version of metamod called [metamodp](http://metamod-p.source
- [rcbot linux dlls](http://filebase.bots-united.com/index.php?act=download&id=428)
### Usefull links
* [Usefull collection of ns files server addons, maps and erverything ](http://www.brywright.co.uk/downloads/files/index.php?dir=natural-selection/)
* [Usefull collection of ns files server addons, maps and everything ](http://www.brywright.co.uk/downloads/files/index.php?dir=natural-selection/)
* [Great collection of ns guides/tutorials](http://www.naturalns.clanservers.com/forums/index.php?topic=5.0)
* [rcbot downloads](http://filebase.bots-united.com/index.php?act=category&id=19)
* [dillinger.io markdown editor](http://dillinger.io/)
[Natural Selection]: <http://unknownworlds.com/ns/>
[Unknownworlds Entertainment]:<https://github.com/unknownworlds/NS>
[ns_patch_v321a.7z]:<https://github.com/fmoraw/NS/blob/linux/ns_patch_v321a.7z?raw=true>
[FPS_Effects]:<http://wiki.sourceruns.org/wiki/FPS_Effects>
[Steam]: <http://store.steampowered.com/about/>
[sg reload bug]:<https://github.com/unknownworlds/NS/issues/5>
[hlds]:<https://developer.valvesoftware.com/wiki/Half-Life_Dedicated_Server>
[rcbot]:<http://filebase.bots-united.com/index.php?act=category&id=19>

5
main/alienofficial.cfg Normal file
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@ -0,0 +1,5 @@
//Alien cfg that is part of a default installation on the NS Launcher
//Activated by pressing F2 (which also is used to join aliens)
//bind "mouse2" "+movement"
//psoff

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@ -6,10 +6,7 @@ bind "TAB" "+showscores"
bind "ENTER" "messagemode"
bind "ESCAPE" "cancelselect"
bind "SPACE" "+jump"
bind "'" "+moveup"
bind "+" "sizeup"
bind "," "impulse 123"
bind "-" "sizedown"
bind "." "impulse 124"
bind "/" "impulse 125"
bind "0" "slot10"
@ -22,10 +19,6 @@ bind "6" "slot6"
bind "7" "slot7"
bind "8" "slot8"
bind "9" "slot9"
bind ";" "+mlook"
bind "=" "sizeup"
bind "[" "invprev"
bind "]" "invnext"
bind "`" "toggleconsole"
bind "a" "+moveleft"
bind "c" "+showmap"
@ -35,13 +28,14 @@ bind "f" "impulse 100"
bind "g" "impulse 3"
bind "l" "impulse 105"
bind "q" "lastinv"
bind "r" "+reload"
bind "r" "+movement"
bind "s" "+back"
bind "t" "impulse 201"
bind "b" "impulse 11"
bind "t" "+popupmenu"
bind "u" "messagemode2"
bind "v" "impulse 9"
bind "v" "impulse 10"
bind "w" "+forward"
bind "x" "impulse 81"
bind "x" "impulse 14"
bind "y" "messagemode"
bind "z" "impulse 80"
bind "~" "toggleconsole"
@ -52,47 +46,50 @@ bind "RIGHTARROW" "+right"
bind "ALT" "+voicerecord"
bind "CTRL" "+duck"
bind "SHIFT" "+speed"
bind "F1" "jointeamone"
bind "F2" "jointeamtwo"
alias "marinecfg" "exec marineofficial.cfg"
alias "aliencfg" "exec alienofficial.cfg"
bind "F1" "jointeamone;marinecfg"
bind "F2" "jointeamtwo;aliencfg"
bind "F3" "autoassign"
bind "F4" "readyroom"
bind "F5" "snapshot"
bind "F6" "save quick"
bind "F7" "load quick"
bind "F10" "quit prompt"
bind "INS" "+klook"
bind "PGDN" "+lookdown"
bind "PGUP" "+lookup"
bind "END" "centerview"
bind "MWHEELDOWN" "invnext"
bind "MWHEELUP" "invprev"
bind "MOUSE1" "+attack"
bind "MOUSE2" "+popupmenu"
bind "MOUSE2" "+movement"
bind "MOUSE3" "+popupmenu"
bind "MOUSE4" "lastinv"
bind "PAUSE" "pause"
_snd_mixahead "0.1"
ati_npatch "1.0"
ati_subdiv "2.0"
ati_npatch "0"
ati_subdiv "0"
bgmvolume "1.000000"
bottomcolor "144.889999"
brightness "1.000000"
brightness "5"
cl_allowdownload "1"
cl_allowupload "1"
cl_autohelp "1.0"
cl_buildmessages "1"
cl_centerentityid "0.0"
cl_cmdbackup "2"
cl_cmdrate "30"
cl_cmdrate "100"
cl_cmhotkeys "qwerasdfzxcv"
cl_customcrosshair "0"
cl_dlmax "128"
cl_download_ingame "1"
cl_dynamiclights "1"
cl_dynamiclights "0"
cl_forcedefaultfov "0"
cl_gammaramp "1"
cl_gammaramp "0"
cl_highdetail "1"
cl_himodels "0"
cl_iconb "221"
cl_icong "149"
cl_iconr "0"
cl_idealpitchscale "0.8"
cl_labelhivesight "1"
cl_labelmaps "1"
cl_lc "1"
cl_logocolor "#Valve_Orange"
@ -100,24 +97,26 @@ cl_logofile "lambda"
cl_lw "1"
cl_musicdelay "90"
cl_musicdirectory ""
cl_musicenabled "1.0"
cl_musicvolume "155"
cl_musicenabled "0"
cl_particleinfo "0"
cl_quickselecttime ".15"
cl_timeout "60"
cl_updaterate "20"
cl_updaterate "100"
cl_vsmoothing "0.05"
con_color "255 180 30"
console "1.000000"
crosshair "1.000000"
fps_max "72.0"
crosshair "0"
fps_max "250"
fps_override "1"
fps_modem "0.0"
gamma "2.500000"
gamma "3"
gl_vsync "0"
gl_dither "1"
gl_flipmatrix "0"
gl_fog "1"
gl_monolights "0"
gl_overbright "0"
gl_overbright "1"
gl_polyoffset "0.1"
hisound "1"
hpk_maxsize "4"
@ -125,7 +124,7 @@ hud_capturemouse "1"
hud_centerid "0"
hud_classautokill "1"
hud_draw "1"
hud_fastswitch "0"
hud_fastswitch "1"
hud_takesshots "0"
joystick "0"
lookspring "0.000000"
@ -137,7 +136,7 @@ m_side "0.8"
m_yaw "0.022"
model "barney"
MP3FadeTime "2.0"
MP3Volume "0.8"
MP3Volume "0"
mp_decals "300"
name "NSPlayer"
net_graph "0"
@ -162,7 +161,7 @@ s_refdelay "4"
s_refgain "0.4"
s_rolloff "1.0"
s_verbwet "0.25"
sensitivity "4.960000"
sensitivity "2"
skin ""
suitvolume "0.250000"
sv_aim "0"
@ -174,7 +173,14 @@ voice_enable "1"
voice_forcemicrecord "1"
voice_modenable "1"
voice_scale "1"
volume "0.800000"
volume "0.500000"
m_rawinput "1"
zoom_sensitivity_ratio "1"
lightgamma "2"
ex_interp "0.05"
cl_cross "1"
rate "30000"
cl_bob "0"
+mlook
+jlook
exec userconfig.cfg

View File

@ -178,7 +178,7 @@ entity_state_player_t gamedll Player_Encode
DEFINE_DELTA( spectator, DT_INTEGER, 1, 1.0 ),
DEFINE_DELTA( iuser3, DT_INTEGER, 6, 1.0 ), // Need player info for AvHCommanderModeHandler::LookupClassNameForEntity
DEFINE_DELTA( iuser4, DT_INTEGER, 32, 1.0 ), // NS custom parameter (needs 32 for AvHSpecialSound)
DEFINE_DELTA( fuser2, DT_FLOAT, 12, 1.0 ), // For player health (energy is predicted so this isn't needed for it)
DEFINE_DELTA( fuser2, DT_FLOAT, 14, 1.0 ), // For player health (energy is predicted so this isn't needed for it)
DEFINE_DELTA( vuser1[0], DT_ANGLE, 8, 1.0 ),
DEFINE_DELTA( vuser1[1], DT_ANGLE, 8, 1.0 ),
DEFINE_DELTA( vuser1[2], DT_ANGLE, 8, 1.0 ),

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@ -19,7 +19,7 @@
"blank" "=========================="
"+attack" "Attack (important)"
"+use" "Use/build"
"+reload" "Reload weapon"
"+movement" "Reload/Alien movement"
"impulse 100" "Flashlight"
"+showmap" "Show map"
"+showscores" "Display multiplayer scores"

View File

@ -17,7 +17,7 @@
"INS" "+klook"
";" "+mlook"
"c" "+showmap"
"r" "+reload"
"r" "+movement"
"SHIFT" "+speed"
"MOUSE1" "+attack"
"MOUSE2" "+popupmenu"

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@ -2,13 +2,16 @@
// Natural Selection //
// by Charlie Cleveland //
////////////////////////////
game "Natural Selection 3.2 (LUA)"
url_info "www.natural-selection.org"
url_dl "http://www.natural-selection.org/"
version "v3.0"
game "Natural Selection"
developer "Unknown Worlds"
developer_url "http://www.unknownworlds.com/ns/"
url_info "http://www.unknownworlds.com/ns/"
url_dl "http://www.unknownworlds.com/ns/view?action=files"
icon "ns"
version "v3.2"
size "165000000"
svonly "0"
secure "1"
secure "0"
cldll "cl_dlls\client.dll"
hlversion "1110"
// How to allow training but disable "New game"?

View File

@ -11,9 +11,6 @@
// Common between listenserver.cfg and server.cfg //
////////////////////////////////////////////////////
// Default server name. Change to "Bob's Server", etc.
hostname "Natural Selection v3.1"
// Must specify sv_region, or it won't show up in Steam server browser
// 0: US East coast
// 1: US West coast
@ -72,6 +69,9 @@ sv_clienttrace 3.5
///////////////////////////////
sv_lan 0
// Forces a limit on structures on the server
sv_structurelimit 300
// disable clients' ability to pause the server
pausable 0

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@ -23,20 +23,24 @@
// - Reduced maxplayers on bast and hera for CPU reasons
//
ns_eon "\minplayers\16\maxplayers\32\"
ns_lucid "\minplayers\10\maxplayers\32\"
ns_metal "\minplayers\16\maxplayers\32\"
ns_caged "\minplayers\16\maxplayers\32\"
co_sava "\minplayers\6\maxplayers\20\"
co_angst "\minplayers\4\maxplayers\20\"
ns_hera "\minplayers\16\maxplayers\24\"
ns_lost "\minplayers\16\maxplayers\32\"
ns_machina "\minplayers\16\maxplayers\24\"
ns_nothing "\minplayers\16\maxplayers\32\"
co_niveus "\minplayers\4\maxplayers\20\"
co_faceoff "\minplayers\0\maxplayers\18\"
co_daimos "\minplayers\8\maxplayers\20\"
ns_bast "\minplayers\14\maxplayers\28\"
ns_origin "\minplayers\16\maxplayers\32\"
ns_shiva "\minplayers\16\maxplayers\32\"
co_kestrel "\minplayers\8\maxplayers\20\"
ns_tanith "\minplayers\16\maxplayers\32\"
co_umbra "\minplayers\8\maxplayers\20\"
ns_nancy "\minplayers\14\maxplayers\32\"
ns_veil "\minplayers\16\maxplayers\32\"
co_core "\minplayers\0\maxplayers\20\"

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@ -3,16 +3,17 @@ co_sava by Mendasp
Map information:
----------------
NS 3.0 version
NS 3.1 version
Credits:
--------
The custom sounds used are from Marr's Ambience Pack
Nanotech texture by spacer
Scrolling smoke texture by Elcle
Water tank model by CoolCookieCooks
Water tank and broken RT models by CoolCookieCooks
Thanks to:
----------
Lordy
tankefugl
Crispy

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27
main/maps/co_umbra.txt Normal file
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@ -0,0 +1,27 @@
co_umbra by Kalessin
co_umbra is a large combat which features long, wide corridors with moderate cover and high ceilings. Despite the apparent advantage the marines may have, the aliens can utilise the extensive ventilation network and the many concealed ambush points to hamper the marine's progress. There are three routes linking the alien half of the map to the marine side, each route converges in the centre of the map where most of the action takes place. Because of the size of the map, it is important that the marines play aggressively to be able to secure a victory.
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 145/400 9280/25600 (36.3%)
planes 4662/32768 93240/655360 (14.2%)
vertexes 12197/65535 146364/786420 (18.6%)
nodes 5059/32767 121416/786408 (15.4%)
texinfos 5886/32767 235440/1310680 (18.0%)
faces 8775/65535 175500/1310700 (13.4%)
clipnodes 10320/32767 82560/262136 (31.5%)
leaves 2581/8192 72268/229376 (31.5%)
marksurfaces 11684/65535 23368/131070 (17.8%)
surfedges 40389/512000 161556/2048000 ( 7.9%)
edges 21051/256000 84204/1024000 ( 8.2%)
texdata [variable] 4900/4194304 ( 0.1%)
lightdata [variable] 1560849/6291456 (24.8%)
visdata [variable] 53694/2097152 ( 2.6%)
entdata [variable] 56849/524288 (10.8%)
86 textures referenced
=== Total BSP file data space used: 2881488 bytes ===
Many thanks to everyone who helped test this map, it has come a long way since its initial release and none of this would have been possible without you!
Thankyou!

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@ -1,3 +1,7 @@
=====================================================================
Natural-Selection Map Spec Sheet
=====================================================================
@ -6,9 +10,10 @@
Title : Altair Underwater Mining Facility
Filename : ns_altair.bsp
Author : Paul "KungFuDiscoMonkey" Traylor
Michael "Olmy" Schouten
EMail : kungfudiscomonkey@gmail.com
URL : http://kungfudiscomonkey.net
Date : February 21, 2005
Date : November 05, 2006
------Play Information-----------------------------------------------
@ -19,14 +24,10 @@ How Many Players: 32
New Textures : Yes (ns_altair.wad embedded in BSP)
Some Textures taken from Poke646 by Marc Schröder
Button Textures, damaged door, and new monitors by
Samejima
Button Textures, damaged door, and new monitors by Samejima
New Sounds : No
New Skybox : Yes based on deepsea1
by Darc
http://telefragged.com/soup/
New Models : Not yet
New Prefabs : Yes Tube Container by KungFuSquirrel
New Skybox : Yes based on deepsea1 by Darc (http://telefragged.com/soup/)
New Models : No
------Construction---------------------------------------------------
@ -37,51 +38,6 @@ Editor(s) used : Valve Hammer Editor 3.5
Compile Machine : 3 Ghz P4, 1 gb RAM
Compile time : ~1 hour
------Changelog------------------------------------------------------
v1-6 OLD Versions
v7 (11/8/04)
Version number incrimented by request to reflect the massive number of improvemts since the b5 version of the map
Added vent from Omega to Zeta with two exits into Phi
Added vent from Muck Pump to Parts Room RT
Rspeed optimizations
Adjustments to Surface Umbilical to reduce LOS
Adjustments to MS top entrance
New monitor textures by Samejima
Covered up pit in Omega
More details
New minimap built for new changes to rooms
v7b (1/29/05)
Removed Diving tanks and connected Nanite Regulation and Settling tanks
Rerouted path from Settling tanks into Communications
Moved weldable to Muck Pump
Optimized Sub Bay
Moved node from outside Parts room into parts room
v7c (2/10/05)
Moved Parts Room RT to Sigma Test Site
Added new info_locations to help navigation and direction
Split up Life Support info_location
Split up Sub Bay info_location
Removed weldable door
Reopened path between Sub Bay and Parts Room
Moved some alien spawns into Life Support instead of being a bit outside the hive room
v7d (2/14/05)
Played with HLRAD compile settings a bit
Added a few new lights to sewer
Misc detail to parts room and Station Monitoring
Small tweek to fix minimap glitch till I have time to do a full sprite again
Added new vent weldables
v7e (2/21/05)
Reopened route from Settling Tanks to Consistancy
Combined Station Monitoring and Sub Refueling node into one node at SM-Power.
Moved Settling Tank node back to Nanite Regulation
Added small ledge in sub bay to help get around pool
Fixed custom minimap.
------Additional Info------------------------------------------------
@ -91,15 +47,21 @@ Any feedback or suggestions, please send them to kungfudiscomonkey@gmail.com
I give NO permission whatsoever to decompile this map or use the textures in any other mapping project. Also, please no using ripent or similar to modify the map, if you want something changed, email me about it and if i consider it to be valid i'll sort it.
------And Finally----------------------------------------------------
------Thanks---------------------------------------------------------
Thanks to the NS Dev team for making this great mod that has kept me from doing as much homework as I should.
Thanks to the NS Playtester team for helping me with good feedback and taking time to disuss with me the changes and updates to help make the map that much better.
Thanks Plaguebearer for taking my mediocre layout and turning it into something awsome. Without his help you wouldn't be playing this map.
Thanks Plaguebearer for taking my mediocre layout and turning it into something awsome which was the layout for the first Altair in b5.
Thanks to TyrNemesis^ for helping me walk around the map and pointing out balance issues and node placement issues and generally helping to make Altair even better. Half the reason you are reading this file is because this guy helped make Altair what it is.
Thanks to TyrNemesis^ for helping me walk around the map and pointing out balance issues and node placement issues and generally helping to make Altair even better through 3.0.
------Dedication-----------------------------------------------------
Altair is dedicated to my friends from Wake Christian Academy, Cary Alliance Church, and Grace Community Church who will never realize how much their lives have impacted mine and made me a better person because of it.
Thanks to kmart and routerbox for helping me adjust the layout to be more condusive to competitive play.
Thanks to JazzX, Zephor, and Ken for being the top three playtesters when it comes to giving well thought out and detailed feedback.
Thanks to Olmy for really pushing me to improve Altair with several new ideas which lead me to rebuild several areas of the map to push Altair to be much greater visually and for building a new Life Support and Sub Bay (especially the new sub)
------Finally--------------------------------------------------------
This map has been brought to you by the color purple. Enjoy.

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@ -1,6 +1,28 @@
ns_eon version 9
ns_eon version 11
released (27/05/05) Note : v9 was compiled without -extra in rad to save time.
released (16/09/05)
-New console in Marine Start and new boxes.
-Clipped the door below the vent in Maintenance.
-Minor aesthetic changes in Gunpods.
v10a changelog (10/08/05)
-New vent is now alot easier to maneuvre inside
-Slight change to Coolant Monitoring's geometry (semi alcove type thing :/).
-Gunpods no longer has a wall divide, and the dimensions of the room have been reduced,
(mostly width) and the rt position has been moved to the side.
v10 changelog (27/07/05)
-New node layout with 9 nodes (thanks jazzx!)
-Engine walkway vent now extends to the node room on eastern side.
*Known issues - New vent is a bit awkward to maneuvre inside.
v9 changelog (26/05/05)
Note : v9 was compiled without -extra in rad to save time.
Visual quality of the lighting is slightly reduced as a result.
-Extended Core Monitoring closer towards Core, so that the joining corridor is shorter, and so sieging is easier.
@ -107,3 +129,6 @@ v4 changelog (26/1/05):
-Fixed a stuck issue in bridge (you would get stuck on light fixtures).
-Nearly every vent that could not accomodate two skulks side by side now can.
-Included a txt file. :)
Thanks:
JazzX for unfailing support with eon. Zephor, and other playtesters for their input.

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main/maps/ns_lucid.bsp Normal file

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main/maps/ns_machina.bsp Normal file

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11
main/maps/ns_metal.res Normal file
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@ -0,0 +1,11 @@
gfx/env/metal_bk.tga
gfx/env/metal_dn.tga
gfx/env/metal_ft.tga
gfx/env/metal_lf.tga
gfx/env/metal_rt.tga
gfx/env/metal_up.tga
maps/ns_metal.bsp
maps/ns_metal.txt
sprites/minimaps/ns_metal.spr
sprites/ns_metal/flare3metal.spr
ns_metal.wad

View File

@ -1,4 +1,4 @@
Metal 27-8-2004
Metal 17-8-2005
===============================================
Natural Selection map : Metal (ns_metal.bsp)
@ -46,6 +46,20 @@ Changelog :
-------------------------
+ update-14
* Changed MS-start sign texture.
-------------------------
+ update-13
* Made MS-start smaller.
* Fixed 2 location names.
* Added more cover.
-------------------------
+ update-12
* Bug Fixes.

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main/maps/ns_shiva.bsp Normal file

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6
main/marineofficial.cfg Normal file
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@ -0,0 +1,6 @@
//Marine cfg that is part of a default installation on the NS Launcher
//Activated by pressing F1 (which also is used to join marines)
//bind "mouse2" "impulse 10"
//pson

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@ -43,4 +43,4 @@ localmsg "NS-HLTV Broadcast" 90 5 -1 0.825 FFA000FF
// these commands will be executed on connecting spectator client and may be used
// to adjust settings for HLTV (for example voice parameters)
signoncommands "voice_scale 2; voice_overdrive 16; volume 0.5; echo Voice adjusted for NS-HLTV"
// signoncommands "voice_scale 2; voice_overdrive 16; volume 0.5; echo Voice adjusted for NS-HLTV"

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main/ns.tga Normal file

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Width:  |  Height:  |  Size: 1.0 KiB

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main/ns_lucid.wad Normal file

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main/ns_shiva.wad Normal file

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71
main/oldbinds.cfg Normal file
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@ -0,0 +1,71 @@
writecfg b4oldbinds
unbindall
bind "TAB" "+showscores"
bind "ENTER" "messagemode"
bind "ESCAPE" "cancelselect"
bind "SPACE" "+jump"
bind "'" "+moveup"
bind "+" "sizeup"
bind "," "impulse 123"
bind "-" "sizedown"
bind "." "impulse 124"
bind "/" "impulse 125"
bind "0" "slot10"
bind "1" "slot1"
bind "2" "slot2"
bind "3" "slot3"
bind "4" "slot4"
bind "5" "slot5"
bind "6" "slot6"
bind "7" "slot7"
bind "8" "slot8"
bind "9" "slot9"
bind ";" "+mlook"
bind "=" "sizeup"
bind "[" "invprev"
bind "]" "invnext"
bind "`" "toggleconsole"
bind "a" "+moveleft"
bind "c" "+showmap"
bind "d" "+moveright"
bind "e" "+use"
bind "f" "impulse 100"
bind "g" "impulse 3"
bind "l" "impulse 105"
bind "q" "lastinv"
bind "r" "+movement"
bind "s" "+back"
bind "t" "impulse 201"
bind "u" "messagemode2"
bind "v" "impulse 9"
bind "w" "+forward"
bind "x" "impulse 14"
bind "y" "messagemode"
bind "z" "impulse 7"
bind "~" "toggleconsole"
bind "UPARROW" "+forward"
bind "DOWNARROW" "+back"
bind "LEFTARROW" "+left"
bind "RIGHTARROW" "+right"
bind "ALT" "+voicerecord"
bind "CTRL" "+duck"
bind "SHIFT" "+speed"
bind "F1" "jointeamone"
bind "F2" "jointeamtwo"
bind "F3" "autoassign"
bind "F4" "readyroom"
bind "F5" "snapshot"
bind "F6" "save quick"
bind "F7" "load quick"
bind "F10" "quit prompt"
bind "INS" "+klook"
bind "PGDN" "+lookdown"
bind "PGUP" "+lookup"
bind "END" "centerview"
bind "MWHEELDOWN" "invnext"
bind "MWHEELUP" "invprev"
bind "MOUSE1" "+attack"
bind "MOUSE2" "+popupmenu"
bind "MOUSE3" "+popupmenu"
bind "MOUSE4" "lastinv"
bind "PAUSE" "pause"

189
main/olddefaults.cfg Normal file
View File

@ -0,0 +1,189 @@
// This file is overwritten whenever you change your user settings in the game.
// Add custom configurations to the file "userconfig.cfg".
//Backs up current cfg before proceeding.
writecfg "backupb4old"
//NS 3.2 official config.cfg
unbindall
bind "TAB" "+showscores"
bind "ENTER" "messagemode"
bind "ESCAPE" "cancelselect"
bind "SPACE" "+jump"
bind "'" "+moveup"
bind "+" "sizeup"
bind "," "impulse 123"
bind "-" "sizedown"
bind "." "impulse 124"
bind "/" "impulse 125"
bind "0" "slot10"
bind "1" "slot1"
bind "2" "slot2"
bind "3" "slot3"
bind "4" "slot4"
bind "5" "slot5"
bind "6" "slot6"
bind "7" "slot7"
bind "8" "slot8"
bind "9" "slot9"
bind ";" "+mlook"
bind "=" "sizeup"
bind "[" "invprev"
bind "]" "invnext"
bind "`" "toggleconsole"
bind "a" "+moveleft"
bind "c" "+showmap"
bind "d" "+moveright"
bind "e" "+use"
bind "f" "impulse 100"
bind "g" "impulse 3"
bind "l" "impulse 105"
bind "q" "lastinv"
bind "r" "+movement"
bind "s" "+back"
bind "t" "impulse 201"
bind "u" "messagemode2"
bind "v" "impulse 9"
bind "w" "+forward"
bind "x" "impulse 14"
bind "y" "messagemode"
bind "z" "impulse 7"
bind "~" "toggleconsole"
bind "UPARROW" "+forward"
bind "DOWNARROW" "+back"
bind "LEFTARROW" "+left"
bind "RIGHTARROW" "+right"
bind "ALT" "+voicerecord"
bind "CTRL" "+duck"
bind "SHIFT" "+speed"
bind "F1" "jointeamone"
bind "F2" "jointeamtwo"
bind "F3" "autoassign"
bind "F4" "readyroom"
bind "F5" "snapshot"
bind "F6" "save quick"
bind "F7" "load quick"
bind "F10" "quit prompt"
bind "INS" "+klook"
bind "PGDN" "+lookdown"
bind "PGUP" "+lookup"
bind "END" "centerview"
bind "MWHEELDOWN" "invnext"
bind "MWHEELUP" "invprev"
bind "MOUSE1" "+attack"
bind "MOUSE2" "+popupmenu"
bind "MOUSE3" "+popupmenu"
bind "MOUSE4" "lastinv"
bind "PAUSE" "pause"
_snd_mixahead "0.1"
ati_npatch "1.0"
ati_subdiv "2.0"
bgmvolume "1.000000"
bottomcolor "144.889999"
brightness "1.000000"
cl_allowdownload "1"
cl_allowupload "1"
cl_autohelp "1.0"
cl_buildmessages "1"
cl_centerentityid "0.0"
cl_cmdbackup "2"
cl_cmdrate "30"
cl_cmhotkeys "qwerasdfzxcv"
cl_customcrosshair "1"
cl_dlmax "128"
cl_download_ingame "1"
cl_dynamiclights "1"
cl_forcedefaultfov "0"
cl_gammaramp "1"
cl_highdetail "1"
cl_himodels "0"
cl_iconb "221"
cl_icong "149"
cl_iconr "0"
cl_idealpitchscale "0.8"
cl_labelhivesight "1"
cl_labelmaps "1"
cl_lc "1"
cl_logocolor "#Valve_Orange"
cl_logofile "lambda"
cl_lw "1"
cl_musicdelay "90"
cl_musicdirectory ""
cl_musicenabled "1.0"
cl_musicvolume "155"
cl_particleinfo "0"
cl_quickselecttime ".15"
cl_timeout "60"
cl_updaterate "20"
cl_vsmoothing "0.05"
con_color "255 180 30"
console "1.000000"
crosshair "1.000000"
fps_max "72.0"
fps_modem "0.0"
gamma "2.500000"
gl_dither "1"
gl_flipmatrix "0"
gl_fog "1"
gl_monolights "0"
gl_overbright "0"
gl_polyoffset "0.1"
hisound "1"
hpk_maxsize "4"
hud_capturemouse "1"
hud_centerid "0"
hud_classautokill "1"
hud_draw "1"
hud_fastswitch "0"
hud_takesshots "0"
joystick "0"
lookspring "0.000000"
lookstrafe "0.000000"
m_filter "0"
m_forward "1"
m_pitch "0.022000"
m_side "0.8"
m_yaw "0.022"
model "barney"
MP3FadeTime "2.0"
MP3Volume "0.8"
mp_decals "300"
name "NSPlayer"
net_graph "0"
net_graphpos "1"
net_scale "5"
r_bmodelhighfrac "5.0"
r_detailtextures "0"
s_a3d "0.0"
s_automax_distance "30.0"
s_automin_distance "2.0"
s_bloat "2.0"
s_distance "60"
s_doppler "0.0"
s_eax "0.0"
s_leafnum "0"
s_max_distance "1000.0"
s_min_distance "8.0"
s_numpolys "200"
s_polykeep "1000000000"
s_polysize "10000000"
s_refdelay "4"
s_refgain "0.4"
s_rolloff "1.0"
s_verbwet "0.25"
sensitivity "4.960000"
skin ""
suitvolume "0.250000"
sv_aim "0"
sv_voiceenable "1"
team ""
topcolor "151.169998"
viewsize "120.000000"
voice_enable "1"
voice_forcemicrecord "1"
voice_modenable "1"
voice_scale "1"
volume "0.800000"
+mlook
+jlook
exec userconfig.cfg

View File

@ -1,5 +1,5 @@
--------------------------------------------------------------------------
- Natural Selection - http://www.naturalselection.com - v3.1 - 05/14/05 -
- Natural Selection - http://www.naturalselection.com - v3.2 - 20/02/06 -
--------------------------------------------------------------------------
The NS Team
@ -12,13 +12,7 @@ Jon Chapman
[ "Merkaba" :: level designer, level tech R&D, 2D art - ns_hera ]
Joel Rubicam
[ "grepdashv" :: qa lead ]
Florian Schwarzer
[ "Nemesis Zero" :: project manager ]
Karl Patrick
[ "Cagey" :: programmer ]
[ "grepdashv" :: tools ]
David Monks
[ "MaDMaXX" :: sound effects ]
@ -26,18 +20,14 @@ David Monks
Harry Walsh
[ "puzl" :: programmer ]
Mark Windle
[ "Zunni" :: relations manager ]
Petter Rønningen
[ "tankefugl" :: programmer ]
Joseph Stone
[ "Alpha|UK" :: 3D art ]
Ozgur Yigit
[ "gazOzz" :: 2D art ]
Jim Olson
[ "JazzX" :: QA Lead ]
Jason Lange
[ "J" :: artist ]
Retired Members
-------------
@ -60,6 +50,12 @@ Alex Boylan
Phil Mayfield
[ "Def one" :: animator - marine and alien view models ]
Florian Schwarzer
[ "Nemesis Zero" :: project manager ]
Karl Patrick
[ "Cagey" :: programmer ]
Joe Vaughan
[ "joev" :: development manager, code - and server monkey ]
@ -82,6 +78,12 @@ Tom Grim
[ "ElvenThief" :: programmer ]
Joseph Stone
[ "Alpha|UK" :: 3D art ]
Ozgur Yigit
[ "gazOzz" :: 2D art ]
Level Designers
-------------
@ -140,6 +142,9 @@ Craig Bryson
[ "Drath" :: co_niveus ]
Mark Windle
[ "Zunni" :: relations manager ]
Other Credits
-------------

View File

@ -9,7 +9,7 @@
"2"
{
"label" "#Menu_ReadyRoom"
"command" "engine readyroom"
"command" "engine menureadyroom"
"OnlyInGame" "1"
}
"3"
@ -30,13 +30,13 @@
// "command" "OpenLoadGameDialog"
// "notmulti" "1"
// }
"6"
{
"label" "#GameUI_GameMenu_SaveGame"
"command" "OpenSaveGameDialog"
"notmulti" "1"
"OnlyInGame" "1"
}
// "6"
// {
// "label" "#GameUI_GameMenu_SaveGame"
// "command" "OpenSaveGameDialog"
// "notmulti" "1"
// "OnlyInGame" "1"
// }
"7"
{
"label" ""
@ -45,15 +45,22 @@
}
"8"
{
"label" "#GameUI_GameMenu_FindServers"
"command" "OpenServerBrowser"
"label" "#GameUI_GameMenu_PlayerList"
"command" "OpenPlayerListDialog"
"OnlyInGame" "1"
"notmulti" "0"
}
"9"
{
"label" "#GameUI_GameMenu_CreateServer"
"command" "OpenCreateMultiplayerGameDialog"
}
// "10"
"10"
{
"label" "#GameUI_GameMenu_FindServers"
"command" "OpenServerBrowser"
}
//"11"
//{
//"name" "LoadDemo"
//"label" "#GameUI_GameMenu_PlayDemo"

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@ -9,7 +9,7 @@
////////////////////////////////////////////////////
// Default server name. Change to "Bob's Server", etc.
hostname "Natural Selection v3.1"
hostname "Natural Selection v3.2"
// Must specify sv_region, or it won't show up in Steam server browser
// 0: US East coast
@ -84,6 +84,9 @@ mp_timelimit 60
///////////////////////////////
sv_lan 0
// Forces a limit on structures on the server
sv_structurelimit 300
// disable clients' ability to pause the server
pausable 0

View File

@ -32,7 +32,7 @@
// Half-Life Server Configuration Layout Script (stores last settings chosen, too)
// File generated: Thu Mar 03 11:29:18 PM
// File generated: Sun May 07 10:30:06 AM
//
//
// Cvar - Setting
@ -52,7 +52,7 @@ DESCRIPTION SERVER_OPTIONS
{
"#Valve_Hostname"
{ STRING }
{ "Natural Selection 3.1 Server" }
{ "Natural Selection 3.2 Server" }
}
"maxplayers"

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main/sound/misc/web_hit.wav Normal file

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@ -16,8 +16,8 @@
<Configurations>
<Configuration
Name="Release|Win32"
OutputDirectory="V:\temp\$(ProjectName)\$(ConfigurationName)"
IntermediateDirectory="V:\temp\$(ProjectName)\$(ConfigurationName)"
OutputDirectory="$(SolutionDir)$(ConfigurationName)"
IntermediateDirectory="$(ConfigurationName)"
ConfigurationType="2"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="FALSE">
@ -88,8 +88,8 @@
</Configuration>
<Configuration
Name="Debug|Win32"
OutputDirectory="V:\temp\$(ProjectName)\$(ConfigurationName)"
IntermediateDirectory="V:\temp\$(ProjectName)\$(ConfigurationName)"
OutputDirectory="$(SolutionDir)$(ConfigurationName)"
IntermediateDirectory="$(ConfigurationName)"
ConfigurationType="2"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="FALSE">

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@ -103,7 +103,7 @@ void WeaponsResource :: LoadAllWeaponSprites( void )
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
inline void LoadWeaponSprite( client_sprite_t* ptr, HSPRITE& sprite, wrect_t& bounds )
inline void LoadWeaponSprite( client_sprite_t* ptr, AVHHSPRITE& sprite, wrect_t& bounds )
{
if( ptr )
{
@ -300,7 +300,7 @@ void WeaponsResource::SetAmmo( int iId, int iCount )
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
HSPRITE* WeaponsResource::GetAmmoPicFromWeapon( int iAmmoId, wrect_t& rect )
AVHHSPRITE* WeaponsResource::GetAmmoPicFromWeapon( int iAmmoId, wrect_t& rect )
{
for ( int i = 0; i < MAX_WEAPONS; i++ )
{
@ -533,7 +533,7 @@ void WeaponsResource :: SelectSlot( int iSlot, int fAdvance, int iDirection )
int giBucketHeight, giBucketWidth, giABHeight, giABWidth; // Ammo Bar width and height
HSPRITE ghsprBuckets; // Sprite for top row of weapons menu
AVHHSPRITE ghsprBuckets; // Sprite for top row of weapons menu
DECLARE_MESSAGE(m_Ammo, CurWeapon ); // Current weapon and clip
DECLARE_MESSAGE(m_Ammo, WeaponList); // new weapon type

View File

@ -38,15 +38,15 @@ struct WEAPON
int iCount; // # of itesm in plist
HSPRITE hActive;
AVHHSPRITE hActive;
wrect_t rcActive;
HSPRITE hInactive;
AVHHSPRITE hInactive;
wrect_t rcInactive;
HSPRITE hAmmo;
AVHHSPRITE hAmmo;
wrect_t rcAmmo;
HSPRITE hAmmo2;
AVHHSPRITE hAmmo2;
wrect_t rcAmmo2;
HSPRITE hCrosshair;
AVHHSPRITE hCrosshair;
wrect_t rcCrosshair;
/* HSPRITE hAutoaim;

View File

@ -38,7 +38,7 @@ int HISTORY_DRAW_TIME = 5;
struct ITEM_INFO
{
char szName[MAX_ITEM_NAME];
HSPRITE spr;
AVHHSPRITE spr;
wrect_t rect;
};
@ -104,7 +104,7 @@ int HistoryResource :: DrawAmmoHistory( float flTime )
else if ( rgAmmoHistory[i].type == HISTSLOT_AMMO )
{
wrect_t rcPic;
HSPRITE *spr = gWR.GetAmmoPicFromWeapon( rgAmmoHistory[i].iId, rcPic );
AVHHSPRITE *spr = gWR.GetAmmoPicFromWeapon( rgAmmoHistory[i].iId, rcPic );
int r, g, b;
gHUD.GetPrimaryHudColor(r, g, b);

View File

@ -53,7 +53,7 @@ public:
int CountAmmo( int iId );
int GetAmmo( int iId );
void SetAmmo( int iId, int iCount );
HSPRITE* GetAmmoPicFromWeapon( int iAmmoId, wrect_t& rect ); //TODO: fix bass-ackwards arrangement and store sprites with ammo types
AVHHSPRITE* GetAmmoPicFromWeapon( int iAmmoId, wrect_t& rect ); //TODO: fix bass-ackwards arrangement and store sprites with ammo types
void AddWeapon( WEAPON* wp );
void PickupWeapon( WEAPON* wp );

View File

@ -4,13 +4,14 @@
#include "chudmisc.h"
#include "hud_spectator.h"
#include "AvHFont.h"
#include "hud_crosshairs.h"
class CHud
{
private:
HUDLIST *m_pHudList;
HSPRITE m_hsprLogo;
AVHHSPRITE m_hsprLogo;
int m_iLogo;
client_sprite_t *m_pSpriteList;
int m_iSpriteCount;
@ -19,9 +20,10 @@ private:
public:
HSPRITE m_hsprCursor;
AVHHSPRITE m_hsprCursor;
float m_flTime; // the current client time
float m_fOldTime; // the time at which the HUD was last redrawn
float m_wsFOV; //fov recalc corrected for widescreen
double m_flTimeDelta; // the difference between flTime and fOldTime
Vector m_vecOrigin;
Vector m_vecAngles;
@ -45,7 +47,7 @@ public:
private:
// the memory for these arrays are allocated in the first call to CHud::VidInit(), when the hud.txt and associated sprites are loaded.
// freed in ~CHud()
HSPRITE *m_rghSprites; /*[HUD_SPRITE_COUNT]*/ // the sprites loaded from hud.txt
AVHHSPRITE *m_rghSprites; /*[HUD_SPRITE_COUNT]*/ // the sprites loaded from hud.txt
wrect_t *m_rgrcRects; /*[HUD_SPRITE_COUNT]*/
char *m_rgszSpriteNames; /*[HUD_SPRITE_COUNT][MAX_SPRITE_NAME_LENGTH]*/
@ -53,7 +55,7 @@ private:
public:
HSPRITE GetSprite( int index )
AVHHSPRITE GetSprite( int index )
{
return (index < 0) ? 0 : m_rghSprites[index];
}
@ -81,6 +83,7 @@ public:
CHudAmmoSecondary m_AmmoSecondary;
CHudTextMessage m_TextMessage;
CHudStatusIcons m_StatusIcons;
CHudCrosshairs m_Crosshairs;
AvHFont mFont;
AvHFont mSmallFont;

View File

@ -187,7 +187,7 @@ public:
int MsgFunc_Train(const char *pszName, int iSize, void *pbuf);
private:
HSPRITE m_hSprite;
AVHHSPRITE m_hSprite;
int m_iPos;
};
@ -343,8 +343,8 @@ public:
int MsgFunc_Battery(const char *pszName, int iSize, void *pbuf );
private:
HSPRITE m_hSprite1;
HSPRITE m_hSprite2;
AVHHSPRITE m_hSprite1;
AVHHSPRITE m_hSprite2;
wrect_t *m_prc1;
wrect_t *m_prc2;
int m_iBat;
@ -368,9 +368,9 @@ public:
int MsgFunc_FlashBat(const char *pszName, int iSize, void *pbuf );
private:
HSPRITE m_hSprite1;
HSPRITE m_hSprite2;
HSPRITE m_hBeam;
AVHHSPRITE m_hSprite1;
AVHHSPRITE m_hSprite2;
AVHHSPRITE m_hBeam;
wrect_t *m_prc1;
wrect_t *m_prc2;
wrect_t *m_prcBeam;
@ -492,7 +492,7 @@ private:
typedef struct
{
char szSpriteName[MAX_ICONSPRITENAME_LENGTH];
HSPRITE spr;
AVHHSPRITE spr;
wrect_t rc;
unsigned char r, g, b;
} icon_sprite_t;

View File

@ -15,8 +15,8 @@
<Configurations>
<Configuration
Name="Developer - debug|Win32"
OutputDirectory="V:\temp\$(ProjectName)\$(ConfigurationName)"
IntermediateDirectory="V:\temp\$(ProjectName)\$(ConfigurationName)"
OutputDirectory="$(SolutionDir)$(ConfigurationName)"
IntermediateDirectory="$(ConfigurationName)"
ConfigurationType="2"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="FALSE"
@ -99,8 +99,8 @@
</Configuration>
<Configuration
Name="Developer - release|Win32"
OutputDirectory="V:\temp\$(ProjectName)\$(ConfigurationName)"
IntermediateDirectory="V:\temp\$(ProjectName)\$(ConfigurationName)"
OutputDirectory="$(SolutionDir)$(ConfigurationName)"
IntermediateDirectory="$(ConfigurationName)"
ConfigurationType="2"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="FALSE"

View File

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Project DefaultTargets="Build" ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Playtest|Win32">
<Configuration>Playtest</Configuration>
@ -14,7 +14,7 @@
<SccLocalPath />
<SccProvider />
<ProjectGuid>{665C1DAF-9248-E06F-4E5C-A664BAFDE9D8}</ProjectGuid>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
<WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Playtest|Win32'" Label="Configuration">
@ -22,7 +22,7 @@
<UseOfMfc>false</UseOfMfc>
<UseOfAtl>false</UseOfAtl>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v100</PlatformToolset>
<PlatformToolset>v141</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@ -39,13 +39,17 @@
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Playtest|Win32'">false</LinkIncremental>
<TargetName Condition="'$(Configuration)|$(Platform)'=='Playtest|Win32'">client</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Playtest|Win32'">
<IncludePath>.;zlib-1.2.8;includes\zlib-1.2.8;source\includes\zlib-1.2.8;main\source\includes\zlib-1.2.8;$(IncludePath)</IncludePath>
<CustomBuildAfterTargets />
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Playtest|Win32'">
<ClCompile>
<Optimization>MaxSpeed</Optimization>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<IntrinsicFunctions>false</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir);$(SolutionDir)\particles;$(SolutionDir)\includes\lpng1251;$(SolutionDir)\includes\zlib-1.2.8;$(SolutionDir)\includes\fmod\inc;$(SolutionDir)\includes\vgui\include;../public;../common;../external;../pm_shared;../game_shared;../mod;../util;../ui;../engine;../cl_dll;../dlls</AdditionalIncludeDirectories>
<PreprocessorDefinitions>NDEBUG;WIN32;_WINDOWS;AVH_CLIENT;USE_OLDAUTH</PreprocessorDefinitions>
<PreprocessorDefinitions>NDEBUG;WIN32;_WINDOWS;AVH_CLIENT;USE_OLDAUTH;_X86_</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeTypeInfo>true</RuntimeTypeInfo>
<PrecompiledHeader>
@ -63,13 +67,14 @@
<BrowseInformation>true</BrowseInformation>
<DisableSpecificWarnings>4996</DisableSpecificWarnings>
<BufferSecurityCheck>true</BufferSecurityCheck>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FavorSizeOrSpeed>Neither</FavorSizeOrSpeed>
<ShowIncludes>false</ShowIncludes>
</ClCompile>
<Link>
<AdditionalDependencies>particles.lib;vgui.lib;zlib.lib;libpng.lib;wsock32.lib;sdl2.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>particles.lib;vgui.lib;zlib.lib;libpng.lib;wsock32.lib;sdl2.lib;opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SuppressStartupBanner>true</SuppressStartupBanner>
<AdditionalLibraryDirectories>$(SolutionDir)\particles\WIN32_Release;$(SolutionDir)\includes\lpng1251;$(SolutionDir)\includes\zlib-1.2.8;$(SolutionDir)\includes\vgui\lib\win32_vc6;$(SolutionDir)\lib\public;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>$(SolutionDir)\particles\Release;$(SolutionDir)\includes\lpng1251;$(SolutionDir)\includes\zlib-1.2.8;$(SolutionDir)\includes\vgui\lib\win32_vc6;$(SolutionDir)\lib\public;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<IgnoreSpecificDefaultLibraries>
</IgnoreSpecificDefaultLibraries>
<ProgramDatabaseFile>
@ -84,6 +89,7 @@
<TreatLinkerWarningAsErrors>
</TreatLinkerWarningAsErrors>
<AdditionalOptions>/NODEFAULTLIB:LIBCMT %(AdditionalOptions)</AdditionalOptions>
<OutputFile>$(SolutionDir)..\cl_dlls\client.dll</OutputFile>
</Link>
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
@ -164,6 +170,10 @@
<Optimization Condition="'$(Configuration)|$(Platform)'=='Playtest|Win32'">MaxSpeed</Optimization>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Playtest|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<ClCompile Include="hud_crosshairs.cpp">
<Optimization Condition="'$(Configuration)|$(Platform)'=='Playtest|Win32'">MaxSpeed</Optimization>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Playtest|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<ClCompile Include="hud_msg.cpp">
<Optimization Condition="'$(Configuration)|$(Platform)'=='Playtest|Win32'">MaxSpeed</Optimization>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Playtest|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
@ -184,6 +194,10 @@
<Optimization Condition="'$(Configuration)|$(Platform)'=='Playtest|Win32'">MaxSpeed</Optimization>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Playtest|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<ClCompile Include="hudgl.cpp">
<Optimization Condition="'$(Configuration)|$(Platform)'=='Playtest|Win32'">MaxSpeed</Optimization>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Playtest|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<ClCompile Include="in_camera.cpp">
<Optimization Condition="'$(Configuration)|$(Platform)'=='Playtest|Win32'">MaxSpeed</Optimization>
<AdditionalIncludeDirectories Condition="'$(Configuration)|$(Platform)'=='Playtest|Win32'">%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
@ -799,6 +813,8 @@
<ClInclude Include="GameStudioModelRenderer.h" />
<ClInclude Include="health.h" />
<ClInclude Include="hud.h" />
<ClInclude Include="hudgl.h" />
<ClInclude Include="hud_crosshairs.h" />
<ClInclude Include="hud_iface.h" />
<ClInclude Include="hud_servers.h" />
<ClInclude Include="hud_servers_priv.h" />

View File

@ -594,6 +594,12 @@
<ClCompile Include="cdll_int.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="hud_crosshairs.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="hudgl.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\mod\AvHAlienAbilities.h">
@ -1040,6 +1046,12 @@
<ClInclude Include="..\textrep\TRTagValuePair.h">
<Filter>textrep</Filter>
</ClInclude>
<ClInclude Include="hud_crosshairs.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="hudgl.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Library Include="..\lib\public\game_controls.lib" />

View File

@ -94,8 +94,8 @@ int ScreenWidth();
// Gets the height & width of a sprite, at the specified frame
inline int SPR_Height( HSPRITE x, int f ) { return gEngfuncs.pfnSPR_Height(x, f); }
inline int SPR_Width( HSPRITE x, int f ) { return gEngfuncs.pfnSPR_Width(x, f); }
inline int SPR_Height( AVHHSPRITE x, int f ) { return gEngfuncs.pfnSPR_Height(x, f); }
inline int SPR_Width( AVHHSPRITE x, int f ) { return gEngfuncs.pfnSPR_Width(x, f); }
inline client_textmessage_t *TextMessageGet( const char *pName ) { return gEngfuncs.pfnTextMessageGet( pName ); }
inline int TextMessageDrawChar( int x, int y, int number, int r, int g, int b )
@ -141,7 +141,7 @@ inline void UnpackRGB(int &r, int &g, int &b, unsigned long ulRGB)\
void FillRGBAClipped(vgui::Panel* inPanel, int inStartX, int inStartY, int inWidth, int inHeight, int r, int g, int b, int a);
HSPRITE LoadSprite(const char *pszName);
AVHHSPRITE LoadSprite(const char *pszName);
//bool LocalizeString(const char* inMessage, char* outBuffer, int inBufferSize);
bool LocalizeString(const char* inMessage, string& outputString);

View File

@ -103,8 +103,8 @@ public:
float m_fFade;
private:
HSPRITE m_hSprite;
HSPRITE m_hDamage;
AVHHSPRITE m_hSprite;
AVHHSPRITE m_hDamage;
DAMAGE_IMAGE m_dmg[NUM_DMG_TYPES];
int m_bitsDamage;

View File

@ -203,15 +203,15 @@ void CHud :: Init( void )
g_bDuckToggled = false;
// :
CVAR_CREATE( "zoom_sensitivity_ratio", "1.2", 0 );
CVAR_CREATE( "zoom_sensitivity_ratio", "1", 0 );
default_fov = CVAR_CREATE( "default_fov", "90", 0 );
m_pCvarStealMouse = CVAR_CREATE( "hud_capturemouse", "1", FCVAR_ARCHIVE );
m_pCvarDraw = CVAR_CREATE( "hud_draw", "1", FCVAR_ARCHIVE );
cl_lw = gEngfuncs.pfnGetCvarPointer( "cl_lw" );
CVAR_CREATE( "cl_showspeed", "0", 0);
CVAR_CREATE( kvLabelMaps, "1", FCVAR_ARCHIVE);
CVAR_CREATE( kvGammaRamp, "1", FCVAR_ARCHIVE);
CVAR_CREATE( kvLabelMaps, "3", FCVAR_ARCHIVE);
CVAR_CREATE( kvGammaRamp, "0", FCVAR_ARCHIVE);
CVAR_CREATE( kvCustomCrosshair, "1", FCVAR_ARCHIVE);
CVAR_CREATE( kvHudMapZoom, "3", FCVAR_ARCHIVE);
CVAR_CREATE( kvLabelHivesight, "1", FCVAR_ARCHIVE);
@ -251,6 +251,7 @@ void CHud :: Init( void )
m_AmmoSecondary.Init();
m_TextMessage.Init();
m_StatusIcons.Init();
m_Crosshairs.Init();
m_Spectator.m_chatEnabled = (m_SayText.m_HUD_saytext->value!=0);
@ -315,8 +316,16 @@ void CHud :: VidInit( void )
gHUD.SetViewport(theViewPort);
if (CVAR_GET_FLOAT("hud_style") == 2.0f)
{
mFont.Load("sprites/nl/font_arial");
mSmallFont.Load("sprites/nl/font_arialsmall");
}
else
{
mFont.Load("sprites/font_arial");
mSmallFont.Load("sprites/font_arialsmall");
}
// ----------
// Load Sprites
@ -335,6 +344,9 @@ void CHud :: VidInit( void )
if ( !m_pSpriteList )
{
// we need to load the hud.txt, and all sprites within
if (CVAR_GET_FLOAT("hud_style") == 2.0f)
m_pSpriteList = SPR_GetList("sprites/hudnl.txt", &m_iSpriteCountAllRes);
else
m_pSpriteList = SPR_GetList("sprites/hud.txt", &m_iSpriteCountAllRes);
if (m_pSpriteList)
@ -351,7 +363,7 @@ void CHud :: VidInit( void )
}
// allocated memory for sprite handle arrays
m_rghSprites = new HSPRITE[m_iSpriteCount];
m_rghSprites = new AVHHSPRITE[m_iSpriteCount];
m_rgrcRects = new wrect_t[m_iSpriteCount];
m_rgszSpriteNames = new char[m_iSpriteCount * MAX_SPRITE_NAME_LENGTH];
@ -414,6 +426,7 @@ void CHud :: VidInit( void )
m_AmmoSecondary.VidInit();
m_TextMessage.VidInit();
m_StatusIcons.VidInit();
m_Crosshairs.VidInit();
GetClientVoiceMgr()->VidInit();
}
@ -535,7 +548,7 @@ int CHud::MsgFunc_SetFOV(const char *pszName, int iSize, void *pbuf)
// the clients fov is actually set in the client data update section of the hud
// Set a new sensitivity
if ( m_iFOV == def_fov )
if ( m_iFOV == def_fov || CVAR_GET_FLOAT("senslock") == 1.0f)
{
// reset to saved sensitivity
m_flMouseSensitivity = 0;

View File

@ -0,0 +1,219 @@
#include "hud.h"
#include "cl_util.h"
#include "parsemsg.h"
#include "hudgl.h"
// Crosshair system based on OpenAG
// https://github.com/YaLTeR/OpenAG
int CHudCrosshairs::Init()
{
m_iFlags = HUD_ACTIVE;
cl_cross = CVAR_CREATE("cl_cross", "0", FCVAR_ARCHIVE);
cl_cross_color = CVAR_CREATE("cl_cross_color", "255 255 255", FCVAR_ARCHIVE);
cl_cross_alpha = CVAR_CREATE("cl_cross_alpha", "255", FCVAR_ARCHIVE);
cl_cross_thickness = CVAR_CREATE("cl_cross_thickness", "2", FCVAR_ARCHIVE);
cl_cross_size = CVAR_CREATE("cl_cross_size", "6", FCVAR_ARCHIVE);
cl_cross_gap = CVAR_CREATE("cl_cross_gap", "3", FCVAR_ARCHIVE);
cl_cross_outline = CVAR_CREATE("cl_cross_outline", "2", FCVAR_ARCHIVE);
cl_cross_outline_alpha = CVAR_CREATE("cl_cross_outline_alpha", "255", FCVAR_ARCHIVE);
cl_cross_outline_inner = CVAR_CREATE("cl_cross_outline_inner", "0", FCVAR_ARCHIVE);
cl_cross_circle_radius = CVAR_CREATE("cl_cross_circle_radius", "0", FCVAR_ARCHIVE);
cl_cross_dot_size = CVAR_CREATE("cl_cross_dot_size", "0", FCVAR_ARCHIVE);
cl_cross_dot_color = CVAR_CREATE("cl_cross_dot_color", "", FCVAR_ARCHIVE);
cl_cross_dot_outline = CVAR_CREATE("cl_cross_dot_outline", "0", FCVAR_ARCHIVE);
cl_cross_line_top = CVAR_CREATE("cl_cross_line_top", "1", FCVAR_ARCHIVE);
cl_cross_line_bottom = CVAR_CREATE("cl_cross_line_bottom", "1", FCVAR_ARCHIVE);
cl_cross_line_left = CVAR_CREATE("cl_cross_line_left", "1", FCVAR_ARCHIVE);
cl_cross_line_right = CVAR_CREATE("cl_cross_line_right", "1", FCVAR_ARCHIVE);
gHUD.AddHudElem(this);
return 0;
}
int CHudCrosshairs::VidInit()
{
return 1;
}
int CHudCrosshairs::Draw(float time)
{
if (cl_cross->value == 0.0f)
return 0;
unsigned char alpha;
if (sscanf(cl_cross_alpha->string, "%hhu", &alpha) != 1)
alpha = 255;
if (alpha == 0)
return 0;
if (gHUD.GetInTopDownMode())
return 0;
// outline alpha perhaps unnecessary since odd numbered thicknesses feather the outline edges
unsigned char outalpha;
if (sscanf(cl_cross_outline_alpha->string, "%hhu", &outalpha) != 1)
outalpha = 255;
if (outalpha == 0)
return 0;
unsigned char r, g, b;
if (sscanf(cl_cross_color->string, "%hhu %hhu %hhu", &r, &g, &b) != 3) {
r = 0;
g = 255;
b = 0;
}
Vector2D center(ScreenWidth() / 2.0f, ScreenHeight() / 2.0f);
HudGL gl;
// Draw the outline.
// TODO: this contains a terrible amount of repeating complex code.
//
// Possible solution: can be changed to this with the one downside being in rare cases where cl_cross_thickness is high AND its alpha is <255, the center of each line will be slightly darker.
// Example below is for bottom line. Would also cause certain crosshairs that have outlines on invisible cross lines to not look right.
// gl.rectangle(Vector2D(center.x + offset, center.y + gap - half_width), Vector2D(center.x - offset, center.y + gap + size + half_width));
if (cl_cross_outline->value > 0.0f) {
//gl.color(0, 0, 0, alpha);
gl.color(0, 0, 0, outalpha);
gl.line_width(cl_cross_outline->value);
float size = cl_cross_size->value;
float gap = cl_cross_gap->value;
float half_thickness = cl_cross_thickness->value / 2.0f;
float half_width = cl_cross_outline->value / 2.0f;
float offset = half_thickness + half_width;
// Top line
if (cl_cross_line_top->value) {
gl.line(Vector2D(center.x - offset, center.y - gap - size), Vector2D(center.x + offset, center.y - gap - size));
if (cl_cross_outline_inner->value == 0.0f)
{
gl.line(Vector2D(center.x + half_thickness, center.y - gap - size + half_width), Vector2D(center.x + half_thickness, center.y - gap));
gl.line(Vector2D(center.x - half_thickness, center.y - gap), Vector2D(center.x - half_thickness, center.y - gap - size + half_width));
}
else
{
gl.line(Vector2D(center.x + half_thickness, center.y - gap - size + half_width), Vector2D(center.x + half_thickness, center.y - gap - half_width));
gl.line(Vector2D(center.x + offset, center.y - gap), Vector2D(center.x - offset, center.y - gap));
gl.line(Vector2D(center.x - half_thickness, center.y - gap - half_width), Vector2D(center.x - half_thickness, center.y - gap - size + half_width));
}
}
// Bottom line
if (cl_cross_line_bottom->value) {
gl.line(Vector2D(center.x - offset, center.y + gap + size), Vector2D(center.x + offset, center.y + gap + size));
if (cl_cross_outline_inner->value == 0.0f)
{
gl.line(Vector2D(center.x + half_thickness, center.y + gap + size - half_width), Vector2D(center.x + half_thickness, center.y + gap));
gl.line(Vector2D(center.x - half_thickness, center.y + gap), Vector2D(center.x - half_thickness, center.y + gap + size - half_width));
}
else
{
gl.line(Vector2D(center.x + half_thickness, center.y + gap + size - half_width), Vector2D(center.x + half_thickness, center.y + gap + half_width));
gl.line(Vector2D(center.x + offset, center.y + gap), Vector2D(center.x - offset, center.y + gap));
gl.line(Vector2D(center.x - half_thickness, center.y + gap + half_width), Vector2D(center.x - half_thickness, center.y + gap + size - half_width));
}
}
// Left line
if (cl_cross_line_left->value) {
gl.line(Vector2D(center.x - gap - size, center.y - offset), Vector2D(center.x - gap - size, center.y + offset));
if (cl_cross_outline_inner->value == 0.0f)
{
gl.line(Vector2D(center.x - gap - size + half_width, center.y + half_thickness), Vector2D(center.x - gap, center.y + half_thickness));
gl.line(Vector2D(center.x - gap, center.y - half_thickness), Vector2D(center.x - gap - size + half_width, center.y - half_thickness));
}
else
{
gl.line(Vector2D(center.x - gap - size + half_width, center.y + half_thickness), Vector2D(center.x - gap - half_width, center.y + half_thickness));
gl.line(Vector2D(center.x - gap, center.y + offset), Vector2D(center.x - gap, center.y - offset));
gl.line(Vector2D(center.x - gap - half_width, center.y - half_thickness), Vector2D(center.x - gap - size + half_width, center.y - half_thickness));
}
}
// Right line
if (cl_cross_line_right->value) {
gl.line(Vector2D(center.x + gap + size, center.y - offset), Vector2D(center.x + gap + size, center.y + offset));
if (cl_cross_outline_inner->value == 0.0f)
{
gl.line(Vector2D(center.x + gap + size - half_width, center.y + half_thickness), Vector2D(center.x + gap, center.y + half_thickness));
gl.line(Vector2D(center.x + gap, center.y - half_thickness), Vector2D(center.x + gap + size - half_width, center.y - half_thickness));
}
else
{
gl.line(Vector2D(center.x + gap + size - half_width, center.y + half_thickness), Vector2D(center.x + gap + half_width, center.y + half_thickness));
gl.line(Vector2D(center.x + gap, center.y + offset), Vector2D(center.x + gap, center.y - offset));
gl.line(Vector2D(center.x + gap + half_width, center.y - half_thickness), Vector2D(center.x + gap + size - half_width, center.y - half_thickness));
}
}
// Dot
if (cl_cross_dot_size->value > 0.0f && cl_cross_dot_outline->value > 0.0f) {
float size = cl_cross_dot_size->value;
Vector2D offset = Vector2D(size / 2.0f, size / 2.0f);
float dot_half_width = cl_cross_dot_outline->value / 2.0f;
gl.line(Vector2D(center.x - offset.x - dot_half_width, center.y - offset.y), Vector2D(center.x + offset.x + dot_half_width, center.y - offset.y));
gl.line(Vector2D(center.x + offset.x, center.y - offset.y + dot_half_width), Vector2D(center.x + offset.x, center.y + offset.y - dot_half_width));
gl.line(Vector2D(center.x - offset.x, center.y - offset.y + dot_half_width), Vector2D(center.x - offset.x, center.y + offset.y - dot_half_width));
gl.line(Vector2D(center.x - offset.x - dot_half_width, center.y + offset.y), Vector2D(center.x + offset.x + dot_half_width, center.y + offset.y));
}
}
gl.color(r, g, b, alpha);
// Draw the crosshairs.
if (cl_cross_thickness->value > 0.0f) {
gl.line_width(cl_cross_thickness->value);
float size = cl_cross_size->value;
float gap = cl_cross_gap->value;
if (cl_cross_line_top->value)
gl.line(Vector2D(center.x, center.y - gap - size), Vector2D(center.x, center.y - gap));
if (cl_cross_line_bottom->value)
gl.line(Vector2D(center.x, center.y + gap + size), Vector2D(center.x, center.y + gap));
if (cl_cross_line_left->value)
gl.line(Vector2D(center.x - gap - size, center.y), Vector2D(center.x - gap, center.y));
if (cl_cross_line_right->value)
gl.line(Vector2D(center.x + gap + size, center.y), Vector2D(center.x + gap, center.y));
}
#ifdef __APPLE__
//Remove when OSX builds with c++11
#else
// Draw the circle.
if (cl_cross_circle_radius->value > 0.0f) {
gl.line_width(1.0f);
float radius = cl_cross_circle_radius->value;
if (old_circle_radius != radius) {
// Recompute the circle points.
circle_points = HudGL::compute_circle(radius);
old_circle_radius = radius;
}
gl.circle(center, circle_points);
}
#endif
// Draw the dot.
if (cl_cross_dot_size->value > 0.0f) {
unsigned char r, g, b;
if (sscanf(cl_cross_dot_color->string, "%hhu %hhu %hhu", &r, &g, &b) == 3)
gl.color(r, g, b, alpha);
float size = cl_cross_dot_size->value;
Vector2D offset = Vector2D(size / 2.0f, size / 2.0f);
gl.rectangle(center - offset, center + offset);
}
return 0;
}

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